I think he wants to distribute instances created using MultiMC, which would be illegal because they contain the copyrighted Minecraft files they belong to Mojang, and also it would allow anyone without a premium account to play Minecraft because once an instance is copied, its you can just click play offline without having any real Minecraft account... 2 violations in one request I think, but I'm sorry if I'm totally wrong with what he's requesting to do here...
I am trying to put together a specific release of MultiMC combined with an instance ready for our server. It has all the mods that allow being included in a mod pack, configuration files and server connect settings.
We use three other mods that are not allowed in a mod pack. So once this package is unzipped, all they have to do is download and drop in those 3 mods and then start up MultiMC. MultiMC takes care of the rest.
I am trying to make sure I abide by all the terms mod/tool developers have given for redistribution.
I think he wants to distribute instances created using MultiMC, which would be illegal because they contain the copyrighted Minecraft files they belong to Mojang, and also it would allow anyone without a premium account to play Minecraft because once an instance is copied, its you can just click play offline without having any real Minecraft account... 2 violations in one request I think, but I'm sorry if I'm totally wrong with what he's requesting to do here...
The instance I have requires login information in order for you to run it. No free ride. There is even a nice button that MultiMC has to "Forget" previous login stuff.
Also, as far as I can tell there is no copyrighted files in the instance. I checked all the files. The config and mods are all covered under the terms for the mod distribution which I will have met. The only other files in the instance are some .json files, instance.cfg files and server.dat.
Please help me out with what files you are talking about.
All that I am trying to do is provide the easiest way for someone to join our server without violating anything. Why would I ask about licensing/copyright information if my intention was to ignore such?
That doesn't seem like too big of a deal, really. I mean, how often do you make new instances? Surely you can do it when you have internet access, as you will need said access to download any mods for the instance. If it's that big of a deal, then by all means, use the vanilla launcher and manually copy your .minecraft folder about.
Sorry if this seems a bit hostile, but such a feature seems like it would be a bit unnecessary.
So you are for the DRM that this launcher adds? Really?
The instance I have requires login information in order for you to run it. No free ride. There is even a nice button that MultiMC has to "Forget" previous login stuff.
Also, as far as I can tell there is no copyrighted files in the instance. I checked all the files. The config and mods are all covered under the terms for the mod distribution which I will have met. The only other files in the instance are some .json files, instance.cfg files and server.dat.
Please help me out with what files you are talking about.
All that I am trying to do is provide the easiest way for someone to join our server without violating anything. Why would I ask about licensing/copyright information if my intention was to ignore such?
an instance contains the minecraft.jar file, it can't start without that file, this file is copyrighted material by Mojang and can't be distributed... Unless they changed something about their license recently, its strictly forbidden to distribute any minecraft.jar file...
an instance contains the minecraft.jar file, it can't start without that file, this file is copyrighted material by Mojang and can't be distributed... Unless they changed something about their license recently, its strictly forbidden to distribute any minecraft.jar file...
For MultiMC at least, minecraft jar files go under the versions directory, not in the instance directory.
The instance will tell MultiMC which jar file to download if it is not already in the versions directory.
I do not include the versions directory.
an instance contains the minecraft.jar file, it can't start without that file, this file is copyrighted material by Mojang and can't be distributed... Unless they changed something about their license recently, its strictly forbidden to distribute any minecraft.jar file...
For MMC5 the jar is not in the instance folders, it is in a separate set of folders named 'assets', similar to the way the vanilla launcher does it...
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So MultiMC changed something I wasn't aware off...
Tested this myself, it seems that for older versions (prior to 1.6) the instance folder still has the bin folder in it that contains the minecraft.jar (I've created a brand new 1.5.2 instance to test this out...) but it seems that for newer versions (since 1.6), it works otherwise and there's no trace of a minecraft.jar, strange enough it seems that even the New Minecraft Launcher works the same way... So it looks like you can probably distribute the instance files if they are for version 1.6 or higher of Minecraft, I don't think anything in there is copyrighted material except some mods that may prevent you from distributing them in a modpack (an instance is a modpack if it contains any mods in it...)
Actually you can save much space when giving friends the instance...
1. Have them download MMC, and install it
2. Have them create an instance for the version of MC you wish to use
3. Using MMC they can download and install forge easily enough
4. at this point all they need from you "mods" and "conifg" directory.
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So you are for the DRM that this launcher adds? Really?
DRM? really? is it that big of a deal that we have to start throwing that word around? The point of the matter is it's a heck of a lot easier to download a fresh version each time an instance is created than to check for the appropriate version.
Actually you can save much space when giving friends the instance...
1. Have them download MMC, and install it
2. Have them create an instance for the version of MC you wish to use
3. Using MMC they can download and install forge easily enough
4. at this point all they need from you "mods" and "conifg" directory.
And this is called a modpack, and its illegal to do, cause with some mods you have to ask a permission to distribute them, and sadly some of them will never ever give the right to share their mods with a modpack...
I have a recommendation for the mod. First off MultiMC 5.x (5.0.0.52) is wonderful. It's just as simplistic and straight forward as MMC 4, just have to get used to things a little bit again after not using it for a while. Secondly, I think that in the 'Edit Mods' option, there should be some way to enable and disable the mods. Not just completely remove them from the file. My idea - Have enable and disable listed, once you hit disable, it'll migrate the chosen mod to a 'disabled' directory of sorts. - It'll still, of course, be listed on the Loader Mods. Just under a new column listed as 'Activation' or 'Status', the mod will have 'Disabled' or some kind of abbreviation, and all of this vice-versa for enabling the mod.
This is all just a simple thought on the spot idea. If anyone wants to jump in or maybe disprove something, feel free. Just an idea that I think would be fantastic for checking which mod causes crashes or causes compatibility issues and such, AND ease of mod access.
I have a recommendation for the mod. First off MultiMC 5.x (5.0.0.52) is wonderful. It's just as simplistic and straight forward as MMC 4, just have to get used to things a little bit again after not using it for a while. Secondly, I think that in the 'Edit Mods' option, there should be some way to enable and disable the mods. Not just completely remove them from the file. My idea - Have enable and disable listed, once you hit disable, it'll migrate the chosen mod to a 'disabled' directory of sorts. - It'll still, of course, be listed on the Loader Mods. Just under a new column listed as 'Activation' or 'Status', the mod will have 'Disabled' or some kind of abbreviation, and all of this vice-versa for enabling the mod.
This is all just a simple thought on the spot idea. If anyone wants to jump in or maybe disprove something, feel free. Just an idea that I think would be fantastic for checking which mod causes crashes or causes compatibility issues and such, AND ease of mod access.
And this is called a modpack, and its illegal to do, cause with some mods you have to ask a permission to distribute them, and sadly some of them will never ever give the right to share their mods with a modpack...
Please don't make such broad statements. There are many mod makers out there that don't care if you put their mod into a pack, and there are also many more that say private packs (such as what the person earlier described) are fine as well.
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I seem to be having a problem where MultiMC is permanently stuck in "checking assets" mode. I've checked the log, and it doesn't look like it's doing anything at all. Any help appreciated.
I may or may not play GT. I also might be playing it with TiC. Some Metallurgy and ExtraTiC could be in the mix too. I might have also dropped in some TE as well. Some AE and BC could possibly be on the list. And I maybe- just maybe - there's NEI to assist in short-term memory loss that I may or may not have.
As far as I understand, as long as I do not modify it, I only need to include a copy of the Apache License 2.0 in it, right?
Can that be web link to license file?
Also, does an instance created by MultiMC count as a derivative work?
http://multimc.org/
I am trying to put together a specific release of MultiMC combined with an instance ready for our server. It has all the mods that allow being included in a mod pack, configuration files and server connect settings.
We use three other mods that are not allowed in a mod pack. So once this package is unzipped, all they have to do is download and drop in those 3 mods and then start up MultiMC. MultiMC takes care of the rest.
I am trying to make sure I abide by all the terms mod/tool developers have given for redistribution.
The instance I have requires login information in order for you to run it. No free ride. There is even a nice button that MultiMC has to "Forget" previous login stuff.
Also, as far as I can tell there is no copyrighted files in the instance. I checked all the files. The config and mods are all covered under the terms for the mod distribution which I will have met. The only other files in the instance are some .json files, instance.cfg files and server.dat.
Please help me out with what files you are talking about.
All that I am trying to do is provide the easiest way for someone to join our server without violating anything. Why would I ask about licensing/copyright information if my intention was to ignore such?
an instance contains the minecraft.jar file, it can't start without that file, this file is copyrighted material by Mojang and can't be distributed... Unless they changed something about their license recently, its strictly forbidden to distribute any minecraft.jar file...
For MultiMC at least, minecraft jar files go under the versions directory, not in the instance directory.
The instance will tell MultiMC which jar file to download if it is not already in the versions directory.
I do not include the versions directory.
For MMC5 the jar is not in the instance folders, it is in a separate set of folders named 'assets', similar to the way the vanilla launcher does it...
If you find this post helpful to you at all please click the little green arrow at the bottom-right of this post.
Tested this myself, it seems that for older versions (prior to 1.6) the instance folder still has the bin folder in it that contains the minecraft.jar (I've created a brand new 1.5.2 instance to test this out...) but it seems that for newer versions (since 1.6), it works otherwise and there's no trace of a minecraft.jar, strange enough it seems that even the New Minecraft Launcher works the same way... So it looks like you can probably distribute the instance files if they are for version 1.6 or higher of Minecraft, I don't think anything in there is copyrighted material except some mods that may prevent you from distributing them in a modpack (an instance is a modpack if it contains any mods in it...)
1. Have them download MMC, and install it
2. Have them create an instance for the version of MC you wish to use
3. Using MMC they can download and install forge easily enough
4. at this point all they need from you "mods" and "conifg" directory.
If you find this post helpful to you at all please click the little green arrow at the bottom-right of this post.
DRM? really? is it that big of a deal that we have to start throwing that word around? The point of the matter is it's a heck of a lot easier to download a fresh version each time an instance is created than to check for the appropriate version.
https://discord.gg/0kvhqyfryyjfO7qY
And this is called a modpack, and its illegal to do, cause with some mods you have to ask a permission to distribute them, and sadly some of them will never ever give the right to share their mods with a modpack...
This is all just a simple thought on the spot idea. If anyone wants to jump in or maybe disprove something, feel free. Just an idea that I think would be fantastic for checking which mod causes crashes or causes compatibility issues and such, AND ease of mod access.
http://www.youtube.c...fyKirbyOfficial
Come to my youtube page! I am doing a lets play and mod reviews of WIP/small mods! =)
Disabling mods is a planned feature.
https://discord.gg/0kvhqyfryyjfO7qY
Huh. Wonderful! That's something that was a burden to me during 1.5.1 and (kind of), 1.5.2.
http://www.youtube.c...fyKirbyOfficial
Come to my youtube page! I am doing a lets play and mod reviews of WIP/small mods! =)
Please don't make such broad statements. There are many mod makers out there that don't care if you put their mod into a pack, and there are also many more that say private packs (such as what the person earlier described) are fine as well.
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My system: XP SP2 x64
Installed rootsupd from Microsoft @ http://www.microsoft.com/en-us/download/details.aspx?id=38918
This cured the failure for me... ymmv
Version editing is also a planned feature. It's a bit more difficult to implement than installing forge or installing mods pre-1.6.
Also, cngrats of the meaning of life!
https://discord.gg/0kvhqyfryyjfO7qY